It only becomes a hassle when we have so few available quests. You can easily get bogged down with 2 domination quests and grind for hours to clear one. If we had, say, 5 slots in our quest log, we could grind one a day and still come out on top.

When that day comes, seek all the light and wonder of this world, and fight.

I got that now My quests atm are: win 2 with mage/lock (or priest... cant remember), win 2 with rogue/warrior and win 5 with rogue/warrior... And I only have a custom Paladin deck that I enjoy ^^ So now I proceed to que with the basic warrior deck and actually win at least one in three fights Prehaps I should make a custom warrior deck...

I had 5 with Warrior yesterday, luckily I have a basic Warrior deck made for previous dailies, but it took almost 3 hours overall to get 5 wins. Today, I got 2 wins Rogue/Druid, I have neither class levelled, but luckily my Arena draw was Rogue/Warrior/Druid, so I went Druid.

I just think reward for effort on the 5 wins quest is poor. 2 wins 40 gold = 20 gold per win. 5 wins 60 gold = 12 gold per win, and takes almost three times as long. I'd maybe be happier with 4 wins for 60 gold.

And if you can afford it, build the skeleton of a Murloc deck that you can stick to nearly every class.Honestly, Constructed is only cost-effective for daily quests, so there's no point in building a badass deck of a specific class early on.

Meanwhile, it's very possible to win *too* much in Arena and end in an infinite loop of daily quest -> Arena -> Arena -> quest and so forth.

I tend to just copy the highest-rated "basic only" deck for a class from Hearthhead. Sometimes with small tweaks if they use a card I don't like, or I have an expert card that'll fit. Those decks work well enough for two wins or so.

Right now I only do Arena because it seems a better way to build my main deck than buying packs.

Speaking of constructed, my Ranked play hasn't increased in rank since my second day in the beta. Been on 2-star Platinum for two weeks now. Seems like there are other people it's stuck for too, some on the lowest ranks, judging by tech support posts. Anyone here having that issue?

(My theory at the moment is that Blizzard won't be very concerned with fixing this bug, since they've got the new, simplified ranking system coming soon.)

All that stuff I was saying about people who try to play all the cards in their hand as a way of gloating when they could just one-hit kill me? I just had a Warrior in Arena who had me on 6 health. He had a Boulderfist Ogre out, with 6 attack/2 health. What did he do? He played the minion that deals 2 damage and grants 3 attack to another minion... killing his ogre. It took him another 5 rounds to kill me after that.

Edit: Something I've noticed about my deck. The ones I'm losing against often are keeping a hand of cards for longer. I'm using multiple low cost cards a lot, so quickly run into the one-card-at-a-time part of the game, where I'm at the mercy of lucky draws. I may need to change that.

So, since stuff about regions was being talked about in another thread yesterday, I've managed to get all confused about the issue.

I was sent a US beta key, I'm sure about that. So I redeemed it on the US battle.net, and installed the game, no problem. But now I look at my account, there's nothing to indicate which region my key belongs to, and it appears on eu.battle.net exactly the same as us.battle.net. There don't seem to be any region settings anywhere in the game.

Edit: Just noticed that whether I go onto Battle.net via EU or US, the Haerthstone account has "EU" on the download options. So I might actually be on the EU version. I have no idea how to tell for sure.

Edit2: Ah, nevermind. It's a real pain finding any information on this, but it seems that for Hearthstone beta they automatically put you into the home region for your Battle.net account regardless of what key you redeem. So I'm probably on EU.

I'm thinking of trying Shaman after watching some videos. That, and I got some really nice cards for Shaman lately. Like Al'Akir legendary (Which has Windfury, Taunt, Divine Shield, and Charge, but low health).

Actually watching some play - one video from someone playing mage, then a couple of arena runs on Trump's live feed - has made a dramatic difference in how well I'm playing. Mostly a move to being more conservative with my card plays - not just playing something because I have the mana for it.

Nice. I just went into Arena as mage and drew a Pyro. Nothing else spectacular, though. (I was hoping for some fun Spellbender shenanigans, but so far I played it twice and only once popped, to absorb a Kill Command.) But, I'm doing better than usual: Currently at 4/1. Admittedly, one of those wins disconnected a few turns in.

Think what I noticed about watching Shaman was how you can load your board with low level minions while still holding onto your more valuable cards. The Overload will take some planning and thought, but it does let you play your mana a turn early, could make for strong moves.

What do you think of Al'Akir? Its attack/health looks a little weak, even with all its abilities. I have plenty of other Shaman cards, though. Might build a deck tonight.

My arena did not end well. Two Priests in a row this morning, lost badly. Ended at 4/3. And the reward pack decided to give me two cards I already have instead of more gold/dust.

I'm not really focusing much on existing legendaries right now they're way too expensive from my measily 600 dust.

Nevertheless, Al'Akir feels *ok*. It can be a good bomb, especially if you got to plan your way to it with Flametongue and stuff, but it doesn't feel as good of the other classes Lengendaries like Grom and Jarraxus.

Then again, I'm not a big fan of "fat with a big target on the face".

When that day comes, seek all the light and wonder of this world, and fight.

Oh yeah, I understand that. Relying on one big minion is always a risk, with all the insta-kills and MC out there. Generally better to spread your damage around multiple minions. (That's why if I have multiple buffs I will spread them around rather than putting them all on one guy.)

My biggest minions these days tend to be 4-attack, 5 or 6-mana.

I might try out building a deck around Al'Akir, see if I like it, then decide if it's worth keeping in there.

Note that every minion below 6 mana draws a card, is untargetable, or comes into play with a twin sibling, and everything above 6 mana deals significant damage on the turn it comes into play (usually taking something out as a result). In combination with 2-mana totems popping out on a regular basis, this means that the opponent will have to face significant card disadvantage during the contest for board control, especially if he uses removal. Meanwhile, having 13 efficient removal spells of my own ensures that I can always knock out key pieces of his strategy, if not dominate the board entirely. In the endgame, I've got several Pyroblast-style surprises: Bloodlust, Ragnaros, Doomhammer+Rockbiter and even a spellpower-boosted Lava Burst can all finish off an opponent who thought that he was safe for another turn or two.